The following article or section contains guides. The strategies shown are just suggestions.
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The Collector's Room (コレクタールーム?, lit.: "Collector's Room") is the thirteenth level in Pikmin 2's Challenge Mode. This unusual challenge places more emphasis on quickly defeating enemies and efficiently transporting treasure, given the extremely strict time limit. With this in mind, unless setting a high score is the goal, it's often best to simply leave each floor as soon as The Key has been collected.
Sublevel 1[edit]
- Theme: Soil
- Music: Fire
- Time: 40 (80 seconds)
- Starting Pikmin:
- Treasures:
- Enemies:
- Obstacles:
- Vegetation:
- Others:
A small sublevel with various treasures scattered around. The Key is inside the Red Bulborb. If you don't care for a pink flower ranking, it is far faster to simply feed the Bulborb some of your White Pikmin. Otherwise, a good strategy is to wake it up, retreat until it loses interest in your squad, and attack it while it is falling back asleep – the animation where it falls back asleep cannot be interrupted, giving your army a few moments to wail on it unopposed.
You have so little time that you're probably better off leaving as soon as you collect The Key, but if you're feeling gutsy, there are a few treasures around to collect, including a buried Pink Menace.
Generate sample map →
Technical sublevel information
|
Internal cave name
|
ch_NARI_04series
|
"Main" object maximum (?)
|
1
|
"Treasure" object maximum (?)
|
4
|
"Gate" object maximum (?)
|
0
|
Dead end unit probability (?)
|
0
|
Number of rooms (?)
|
1
|
Corridor-to-room ratio (?)
|
0
|
Escape geyser (?)
|
No
|
Clogged hole (?)
|
No
|
Cave units file (?)
|
1_MAT_mid2_tsuchi.txt
|
Lighting file (?)
|
normal_light_cha.ini
|
Background (?)
|
vrbox (none)
|
Cave units (?)
|
|
|
|
|
|
|
Dead end with item |
Three-way crossing |
Four-way crossing |
Turning corridor |
Corridor |
Long corridor
|
|
|
Y-shaped room
|
Detailed object list
|
The game spawns these "main" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
1
|
Red Bulborb
|
1
|
None
|
"Hard" enemy spots
|
-
|
The Key
|
Carried inside entry with ID 1
|
Then it spawns these "decoration" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
2
|
Horsetail
|
2
|
None
|
Plant spots
|
Then it spawns these "treasure" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
3
|
Pink Menace
|
1
|
None
|
Treasure spots
|
4
|
Master's Instrument
|
1
|
None
|
Treasure spots
|
5
|
Eternal Emerald Eye (US/EU)
Magical Stage (JP)
|
1
|
None
|
Treasure spots
|
6
|
Repugnant Appendage
|
1
|
None
|
Treasure spots
|
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 2[edit]
- Theme: Tiles
- Music: Tile
- Time: +30 (+60 seconds)
- Treasures:
- Enemies:
- Obstacles:
- Vegetation:
- Others:
This sublevel is essentially the same as the last one, except The Key is inside a Orange Bulborb, and the sublevel, tile themed, is slightly larger. The same method as the last sublevel applies, although keep in mind that Orange Bulborbs are much more aware of their surroundings.
Generate sample map →
Technical sublevel information
|
Internal cave name
|
ch_NARI_04series
|
"Main" object maximum (?)
|
1
|
"Treasure" object maximum (?)
|
4
|
"Gate" object maximum (?)
|
0
|
Dead end unit probability (?)
|
0
|
Number of rooms (?)
|
4
|
Corridor-to-room ratio (?)
|
0
|
Escape geyser (?)
|
No
|
Clogged hole (?)
|
No
|
Cave units file (?)
|
2_units_tako_north_tile.txt
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Lighting file (?)
|
normal_light_lv0.ini
|
Background (?)
|
vrbox (none)
|
Cave units (?)
|
|
|
|
|
|
|
Dead end |
Dead end with item |
Three-way crossing |
Four-way crossing |
Turning corridor |
Corridor
|
|
|
|
|
Long corridor |
Square room with 4 exits |
Square room with 1 exit
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- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 3[edit]
- Theme: Metal
- Music: Metal 3
- Time: +40 (+80 seconds)
- Treasures:
- Enemies:
- Obstacles:
- Vegetation:
- Others:
An immensely cramped sublevel. If you're going for a pink flower, you may wish to simply use a bitter spray on the Red Bulborb – the sublevel is so small that, once it awakens, almost the entire sublevel is within its territory radius.
Generate sample map →
Technical sublevel information
|
Internal cave name
|
ch_NARI_04series
|
"Main" object maximum (?)
|
1
|
"Treasure" object maximum (?)
|
5
|
"Gate" object maximum (?)
|
0
|
Dead end unit probability (?)
|
0
|
Number of rooms (?)
|
1
|
Corridor-to-room ratio (?)
|
0
|
Escape geyser (?)
|
No
|
Clogged hole (?)
|
No
|
Cave units file (?)
|
1_units_north_metal.txt
|
Lighting file (?)
|
metal_light_lv2.ini
|
Background (?)
|
build ( steel)
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Cave units (?)
|
|
|
|
|
|
|
Dead end with item |
Three-way crossing |
Four-way crossing |
Turning corridor |
Corridor |
Long corridor
|
|
|
Circular room with 1 exit
|
Detailed object list
|
The game spawns these "main" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
1
|
Red Bulborb
|
1
|
None
|
"Hard" enemy spots
|
-
|
The Key
|
Carried inside entry with ID 1
|
Then it spawns these "decoration" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
2
|
Glowstem (red)
|
2
|
None
|
Plant spots
|
3
|
Glowstem (green)
|
2
|
None
|
Plant spots
|
Then it spawns these "treasure" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
4
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Omega Flywheel
|
1
|
None
|
Treasure spots
|
5
|
Temporal Mechanism
|
1
|
None
|
Treasure spots
|
6
|
Network Mainbrain
|
1
|
None
|
Treasure spots
|
7
|
Repair Juggernaut
|
1
|
None
|
Treasure spots
|
8
|
Director of Destiny
|
1
|
None
|
Treasure spots
|
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 4[edit]
- Theme: Concrete
- Music: Concrete 1
- Time: +40 (+80 seconds)
- Treasures:
- Enemies:
- Obstacles:
- Vegetation:
- Others:
Somewhat similar to the second sublevel, except your adversary is a Hairy Bulborb. The same method applies.
Generate sample map →
Technical sublevel information
|
Internal cave name
|
ch_NARI_04series
|
"Main" object maximum (?)
|
1
|
"Treasure" object maximum (?)
|
5
|
"Gate" object maximum (?)
|
0
|
Dead end unit probability (?)
|
100
|
Number of rooms (?)
|
2
|
Corridor-to-room ratio (?)
|
0
|
Escape geyser (?)
|
No
|
Clogged hole (?)
|
No
|
Cave units file (?)
|
1_NARI_4x4b_conc.txt
|
Lighting file (?)
|
normal_light_lv0.ini
|
Background (?)
|
vrbox (none)
|
Cave units (?)
|
|
|
|
|
|
|
Dead end with item |
Three-way crossing |
Four-way crossing |
Turning corridor |
Corridor |
Long corridor
|
|
|
Room with 4 exits
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- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 5[edit]
- Theme: Soil
- Music: Soil 1
- Time: +40 (+80 seconds)
- Treasures:
- Enemies:
- Obstacles:
- Vegetation:
- Others:
This sublevel generates somewhat similarly to the Emergence Cave's first sublevel, although it uses a soil theme instead of snow. The Red Bulborb has The Key.
Generate sample map →
Technical sublevel information
|
Internal cave name
|
ch_NARI_04series
|
"Main" object maximum (?)
|
1
|
"Treasure" object maximum (?)
|
3
|
"Gate" object maximum (?)
|
0
|
Dead end unit probability (?)
|
0
|
Number of rooms (?)
|
2
|
Corridor-to-room ratio (?)
|
0
|
Escape geyser (?)
|
No
|
Clogged hole (?)
|
No
|
Cave units file (?)
|
1_NARI_north4_tsuchi.txt
|
Lighting file (?)
|
normal_light_lv1.ini
|
Background (?)
|
vrbox (none)
|
Cave units (?)
|
|
|
|
|
|
|
Dead end |
Dead end with item |
Three-way crossing |
Four-way crossing |
Turning corridor |
Corridor
|
|
|
|
Long corridor |
Circular room with lumber
|
Detailed object list
|
The game spawns these "main" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
1
|
Red Bulborb
|
1
|
None
|
"Hard" enemy spots
|
-
|
The Key
|
Carried inside entry with ID 1
|
Then it spawns these "decoration" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
2
|
Fiddlehead
|
3
|
None
|
Plant spots
|
3
|
Common Glowcap
|
3
|
None
|
Plant spots
|
Then it spawns these "treasure" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
4
|
Mirrored Stage
|
1
|
None
|
Treasure spots
|
5
|
Time Capsule
|
1
|
None
|
Treasure spots
|
6
|
Crystal Clover
|
1
|
None
|
Treasure spots
|
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 6[edit]
- Theme: Tiles
- Music: Tile
- Time: +45 (+90 seconds)
- Treasures:
- Enemies:
- Obstacles:
- Vegetation:
- Others:
Another tile-themed sublevel. This sublevel is big enough thankfully that the usual Bulborb strategy will work – wake the Orange Bulborb up, retreat until it loses interest, and attack while it falls asleep again.
Generate sample map →
Technical sublevel information
|
Internal cave name
|
ch_NARI_04series
|
"Main" object maximum (?)
|
1
|
"Treasure" object maximum (?)
|
5
|
"Gate" object maximum (?)
|
0
|
Dead end unit probability (?)
|
0
|
Number of rooms (?)
|
4
|
Corridor-to-room ratio (?)
|
0
|
Escape geyser (?)
|
No
|
Clogged hole (?)
|
No
|
Cave units file (?)
|
2_units_tako_north_tile.txt
|
Lighting file (?)
|
normal_light_lv2.ini
|
Background (?)
|
vrbox (none)
|
Cave units (?)
|
|
|
|
|
|
|
Dead end |
Dead end with item |
Three-way crossing |
Four-way crossing |
Turning corridor |
Corridor
|
|
|
|
|
Long corridor |
Square room with 4 exits |
Square room with 1 exit
|
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 7[edit]
- Theme: Concrete
- Music: Concrete 3
- Time: +60 (+120 seconds)
- Treasures:
- Enemies:
- Obstacles:
- Vegetation:
- Others:
Be cautious as soon as you land – in all likelihood, the Gatling Groink will immediately aggro on you. The Key is inside it, so use any remaining sprays to kill it as quickly as possible.
This sublevel has quite a lot of treasure – if you have any time left over, you may want to take a few moments to collect as much as you can.
Generate sample map →
Technical sublevel information
|
Internal cave name
|
ch_NARI_04series
|
"Main" object maximum (?)
|
1
|
"Treasure" object maximum (?)
|
11
|
"Gate" object maximum (?)
|
0
|
Dead end unit probability (?)
|
0
|
Number of rooms (?)
|
1
|
Corridor-to-room ratio (?)
|
0
|
Escape geyser (?)
|
No (despite having one, in reality)
|
Clogged hole (?)
|
No
|
Cave units file (?)
|
1_MIYA_manh2_conc.txt
|
Lighting file (?)
|
normal_light_lv0.ini
|
Background (?)
|
vrbox (none)
|
Cave units (?)
|
|
|
|
|
|
|
Dead end |
Three-way crossing |
Four-way crossing |
Turning corridor |
Corridor |
Long corridor
|
|
|
Large circular room
|
- For details on how objects are spawned, and how some may fail to spawn, see here.
Names in other languages[edit]
The following article or section needs help from someone who can translate Chinese/Dutch/Korean text.
|
Language
|
Name
|
Meaning
|
Japanese |
コレクタールーム? Korekutā rūmu |
Collector's Room
|
Chinese (traditional) |
收藏間 |
|
Chinese (simplified) |
收藏间 |
|
Dutch |
Verzamelkamers |
|
French (NoA) |
Salle du collectionneur |
Collector's room
|
French (NoE) |
Salle du Collectionneur |
Collector's Room
|
German |
Zimmer des Sammlers |
Collector's Room
|
Italian |
Stanza collezionista |
Collector Room
|
Korean |
컬렉터 룸 |
|
Spanish |
Salón del Coleccionista |
Collector's Room
|